CreatIF - Create: IngredientFilter
You know those modpacks, where the author tries to be very forthcoming to their playerbase by enabling them to multiply yields of lower tiered recipes by just adding another item?
Good intentions, I like it a lot, prevents having to rebuild parts of the factory when unlocking new recipes.
However, Create seems to not have thought of that at all, basins just pick any recipe matching a subset ingredients.
The solution: New filter type!
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Allows you to specify items that need to be in a basin before it may start on the left.
You can also use buckets/fluids to require that specific liquids are present.
Optionally you can specify the target recipe in the slot on the right.
Example:
A recipe for a modded item has these two variants (check out Compression Modpack):


If the 4th item is empty, the basin will continue with the worse recipe and never use the better one even if the item is filled up again.
However, with my filter, you can stop the basin if that happens.

Both of the above prevent processing until the 4th ingredient is available.
Note the rightmost pair of buttons:
- MatchAny allows processing if any of the ingredients specified in the filter is available.
- MatchAll waits until ALL are available.
You can even nest normal filters, like here for colored concrete powder
which produces following interactions:
- MatchAny: Expands available inventory (boring)
- MatchAll: Checks any ONE item in the nested filter is available. Like:
OuterFilter[Item1 AND Item2 AND InnerFilter(Item3 OR Item4)]
NOTE: You cannot nest Ingredient filters!
JEI / EMI:
- supports adding recipe ingredients via [+] button in JEI / EMI
- holding shift while adding will add all possible ingredient variants (like all wood types allowed)
- now supports raw liquids by converting to bucket item. If the liquid has no bucket item, adding via JEI / EMI doesnt work for now. Other fluid containers might still work, like bottles etc.

